HelpSilent aim logic?

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Silent aim logic?
Having trouble finding much about silent aim. Obviously a regular aimbot works by snapping your crosshair to a player. Simple concept. But how does silent aim work? What is going on behind the scenes? I read that silent aim is more detectable by vac (obviously less detectable by overwatch.) is this true? Just trying to learn as much as possible appreciate the help and information guys.
Quote Originally Posted by HexMurder View Post
snip~
There is Silent and pSilent. [ Before pSilent got patched, iirc, with pSilent your viewmodel will look the same but ViewModel inside UserCmd should be different(?) ]

edit : you can get UserCmd externally / internally, just look around.
Quote Originally Posted by nexcat View Post
There is Silent and pSilent. [ Before pSilent got patched, iirc, with pSilent your viewmodel will look the same but ViewModel inside UserCmd should be different(?) ]

edit : you can get UserCmd externally / internally, just look around.
I don't think that is what he thinks silent aim is, from how he posed the question it feels more like he confused silent aim with smooth aim. Smooth aim is pure maths (reversed lerp works nice for example). Silent aim means that your view point (that you see) does not change - for example: aimbot snaps to target, shoots, then snaps back to where you were aiming before.

I might be wrong though, if thats so, please do correct me.
Silent aim is actually REALLY easy to implement once you have a working aimbot. Basically instead of setting local view angles, you send CUserCmd packets which don't change your local view angles.

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Quote Originally Posted by 147753369951 View Post
Silent aim means that your view point (that you see) does not change - for example: aimbot snaps to target, shoots, then snaps back to where you were aiming before.
Yeah no this isn't right. Silent aim by definition has no change in the user perspective.

Snorflake explains it beautifully here: https:/tu.be/KKa647ZdVdE?t=24m54sⓘ
Quote Originally Posted by 147753369951 View Post
I don't think that is what he thinks silent aim is, from how he posed the question it feels more like he confused silent aim with smooth aim. Smooth aim is pure maths (reversed lerp works nice for example). Silent aim means that your view point (that you see) does not change - for example: aimbot snaps to target, shoots, then snaps back to where you were aiming before.

I might be wrong though, if thats so, please do correct me.
no i know what silent aim is. didn't confuse it with smooth aim. i know what smooth aim is thanks lol.


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Quote Originally Posted by chenca18 View Post
Silent aim is actually REALLY easy to implement once you have a working aimbot. Basically instead of setting local view angles, you send CUserCmd packets which don't change your local view angles.

- - - Updated - - -



Yeah no this isn't right. Silent aim by definition has no change in the user perspective.

Snorflake explains it beautifully here: https:/tu.be/KKa647ZdVdE?t=24m54s
any guides on this sort of thing? or old source code i could look at?
if ur external. its harder. idk insactly how to do it sorry. but in internal. just look at that ayyware source, thats silent, take a look at how its aimbot works. cuz when u hook createmove, ur view doesnt change on ur screen when u change cmd->veiwangles. its really, and tecnicly easyer then non silent aimbots (internally) as u dont have that extra line of code to change ur view in game.

pretty much to sum it up. go internal. hook createmove, change cmd->veiwangles. profit.
idk about external. i think it had something to do with writing bsendpacket as false, then writing the angle to the qued to send cmds (dont quote me on it plz. im probably wrong)
Pseudo external:
Get your viewangles
Turn off bSendPackets
Snap to enemy via UserCMD while hitting the right timing
Set your old viewangles
Let the packets flow again
1 week has passed and no further replies have been made by the OP. Assuming solved.

/Closed.
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